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Messages - Adam Z

Pages: 1 ... 8 9 [10] 11
136
PlayMaker Help / Re: GUI won't show in the in Game Window...
« on: February 15, 2013, 10:06:04 AM »
Anyone?

137
PlayMaker Help / Re: Conceptualize GUI setup help...
« on: February 15, 2013, 10:05:54 AM »
Anyone?

138
PlayMaker Help / Conceptualize GUI setup help...
« on: February 12, 2013, 10:50:59 AM »
Im working on a Character Creator and I would like some help to conceptualize on how to build certain functionality using PlayMaker.  I would like 2 sliders, one for "strength" and one for "speed".  When you slide either or, the other would get effected.  Say they have a value of 10, and they both start off at 5. When I slide the "Strength" to 7, the "Speed" slider would show a 3.

I have two Float variables, one for speed and strength.  What would I use to get the adding/subtracting functionality? Also, I would like to store those globally, so after character creation those numbers would translate into the character controller in-game, for speed as an example.

Any thoughts would be appreciated! And if anyone has some good vids to check out to learn this a bit better, please share the links!

Thanks!

139
PlayMaker Help / GUI won't show in the in Game Window...
« on: February 12, 2013, 10:19:50 AM »
I have the PlayMakerGUI added to my scene. I created an FSM on the Camera, added a GUI Horizontal Slider, and it will not show in the Game Window, only when I hit Play will it appear. It's difficult to edit positions of my GUI elements when I can't preview it. What am I missing?

Thanks.

140
PlayMaker Help / Re: Playmaker rotation help please...
« on: January 10, 2013, 07:46:18 AM »
I figured that out after I posted, but thanks! :)

141
PlayMaker Help / Re: Camera Zoom In and Out...
« on: January 10, 2013, 07:43:50 AM »
Hi,

In the PlayMaker editor, go to the "events" tab, create a new event, and at the bottom, you'll see the editing feature of the event you have selected, click on "Inspector" and it will show up in the component inspector ( the unity inspector)

bye,

 Jean

I meant in the FSM editor view, where you see the 'Chest View' dark gray box.  I want to create a 'Legs View' Event with the state 'tween to the legs view' parented to show within the editor window like in the example. It looks like you have 3 FSM's to show all at once or grouped together somehow...

142
PlayMaker Help / Re: Playmaker rotation help please...
« on: January 09, 2013, 02:10:27 PM »
Hi,

 don't use iTween for this type of commands, that's not really possible, itWeen works with hardcoded end values as target, here the target is always changing.

simply react to the A and D key and use the "rotate" action. You can tweak the input preferences to have some smoothing in the axis itself. If you want to do the smoothing, you can insert a small lerping action between the raw input and the rotation delta value. I created a custom action for lerping floats.

Try the example attached and see how I created it. Remember that it is using a custom action I wrote for the smoothing, but you don't have to use this.

bye,

 Jean


Where did you assign the left and right arrow keys within your attached example?

143
PlayMaker Help / Re: Camera Zoom In and Out...
« on: January 09, 2013, 01:56:44 PM »
Hi,

 no, that would be too easy :)   ;D

I created two events, both checked to show up in the inspector, so if you scroll down to view the playmaker fsm component, you will see two buttons  "HEAD VIEW" and "MAIN VIEW" in the "playmaker fsm script" component,

else you can right click on the states inside the editor to trigger them

bye,

 Jean

jeanfabre, after looking at your attachment I noticed that you have the 'START VIEW', 'CHEST VIEW', and 'HEAD VIEW' with states attached. How did you create those dark gray Event boxes all in the same FSM editor window? I wanted to add another, but for the life of me I cant figure it out!

144
PlayMaker Help / Re: Playmaker rotation help please...
« on: January 09, 2013, 01:32:36 PM »
Hi,

 don't use iTween for this type of commands, that's not really possible, itWeen works with hardcoded end values as target, here the target is always changing.

simply react to the A and D key and use the "rotate" action. You can tweak the input preferences to have some smoothing in the axis itself. If you want to do the smoothing, you can insert a small lerping action between the raw input and the rotation delta value. I created a custom action for lerping floats.

Try the example attached and see how I created it. Remember that it is using a custom action I wrote for the smoothing, but you don't have to use this.

bye,

 Jean


You da man!

Thanks so much for all your help. I just got my feet wet with PlayMaker, so I have a lot to grasp and understand with the "programming" side, and all of their Actions!  I owe you one... :)

145
PlayMaker Help / Re: GUI Scale Object Help
« on: January 09, 2013, 01:10:11 PM »
Hi,

 odd... are you sure you are setting up all axis? maybe the parent of your gameObject doesn't have a uniform scaling to begin with?

bye,

 Jean


I have no idea why it was doing that. Since the scene was very simple trying to get the functionality to work, I just redid it and now it works fine. Thanks again for all your help!

If you'd like to help me with my rotation problem in another post, I would certainly appreciate it!   ;)

146
PlayMaker Help / Re: Camera Zoom In and Out...
« on: January 09, 2013, 12:30:43 PM »
Hi,

 no, that would be too easy :)   ;D

I created two events, both checked to show up in the inspector, so if you scroll down to view the playmaker fsm component, you will see two buttons  "HEAD VIEW" and "MAIN VIEW" in the "playmaker fsm script" component,

else you can right click on the states inside the editor to trigger them

bye,

 Jean

Thanks so much!

147
PlayMaker Help / Re: Camera Zoom In and Out...
« on: January 09, 2013, 12:19:31 PM »
Hi,

I would recommend the following ( see working package attached)

 Have two empty gameObjects, representing the position and rotation of the camera. One when zoomed out, and one when zoomed in close to the face.

 Then use iTween to move the camera to one of these dummy, and done, you will also benefit from nice easing to have smoothed out camera movement.

 Does that make sense? to place the two dummies, you can do that easily during editing by moving the scene view exactly like you want, then select the dummy and go to the menu "GameObject/Align with view" and done :)

In your case, you will likely have to set up a constant look at for the camera and only tween the position of the camera, AND the position of the look at ( you animate the gameObject the camera is looking at, following the head or tweening back to the central body). Use smooth look at to obtain nice camera movement.

bye,

 Jean

The attached package doesn't seem to have any buttons or key events to allow me to test it out. But I'll look over what you came up with and Im sure it will help. :) Thanks!

148
PlayMaker Help / Re: GUI Scale Object Help
« on: January 09, 2013, 12:15:05 PM »
Im not sure why it's doing that. I parented another cube to yours and your still scaled correctly.  I even turn off all my other FSM's to see if there was a conflict of some sort, still nothing...

149
PlayMaker Help / Re: GUI Scale Object Help
« on: January 09, 2013, 12:08:45 PM »
Hi,

 Gui slider actions have a left and right value, so you simply set the left value to the smaller scale, and the right value to the bigger scale, and you preset the slider knob value to 1 when you begin, that's about it. then you use the "set scale" action and inject in x, y z the slider value.

I have attached a working scene. Tell me if that's what you aim for.


Bye,

 Jean

Your example works great, thanks!  My character is still squashing though. Could it be because I have other objects parented inside it?

150
PlayMaker Help / GUI Scale Object Help
« on: January 09, 2013, 11:41:20 AM »
Im creating a slider to scale my character. 

I have a Scale (Float) Variable.
I have a GUI Horizontal Slider with Scale in the Float.
I have a Set Scale with Scale in the Float for X, Y and Z.

When I play it the object is at a 0 in size (XYZ), and when you slide the slider to the far right the object is at a .4 (assuming 1 would equal the normal size).

Any thoughts as to how I set it up so the object starts at the normal size of 1, the slider nob is in the middle, and you can scale it in either direction (left for smaller/right for larger)?

Any help would be appreciated! Thanks.

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